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 Oblivion (Su): automatically hits all opponents within 80 with an apocalyptic flurry of blows & explosive force, dealing 20d6 points of force damage to each (no saving throw); in addition, any opponent hit by this attack must make a successful Fortitude save (DC19) or die; the save DC is Charisma-based; this is a full-round action that provokes attacks of opportunity; this ability costs 100OP to use

 Aeon Boost (Su): Anima can choose, as a swift action, to lower its defenses for 1 round; during that round, all damage sustained by the Aeon is multiplied by 1.5; because of this, all Overdrive Points (OPs) accrued during that round are multiplied by 3

 Aeon Shield (Su): Anima can choose, as a swift action, to raise its defenses for 1 round; during that round, all damage sustained by the Aeon is reduced by 75%; because of this, the Aeon cannot accrue Overdrive Points (OPs) during that round

I understand the reasoning for making this particular Anima weaker, but according to your own rules here Anima must be at least a 21 HD creature. 20 HD, and then 1 level in suffering fayth.

Yes, you are correct, but since I'm the one making the rules, I can break them.

Seriously though, my reasoning is simple. This monster version of Anima is designed to represent the boss you face in Macalania Temple. This version is significantly weaker than the version you can eventually command. I don't like the logical disconnect required to accept this version either, but for the sake of completeness, here it is, slavishly designed to the best of my ability. I originally attempted to make a compromise version of Anima that could serve as a boss here AND be a worthwhile Aeon, but I discovered that it was practically infeasible. And creature tough enough to serve as a useful Aeon according to my intended power scale would be far too powerful to serve as a fair boss in Macalania: a CR21 creature would most likely TPK a party of characters at the appropriate power level (Macalania is meant to be an ECL12 dungeon).

 Watera (Sp): this is a ranged touch attack that deals 8d6+8 points of water (force) damage to 1 opponent within 40 on a successful hit; Fortitude save (DC9) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

 Skills: the creature has a +8 racial bonus on Climb checks & Swim checks, & can always choose to take 10 on a Climb check or a Swim check, even if rushed or threatened

 Body Splash (Ex): once every other round, the creature can crush its enemies with a trample-like attack, dealing 2d6+12 damage to all creatures caught underneath it; Reflex save (DC25) for half damage; the save DC is Strength-based; after this action, the creature is considered prone, & must take a move action to stand up; this is a standard action that does not provoke attacks of opportunity (although the move action to stand from being prone does provoke attacks of opportunity)

 Mortar (Ex): once every 1d4+1 rounds, the creature can launch an explosive blast; this attack that deals 2d6+2 points of piercing damage & 2d6 points of fire damage to all creatures within 70 (including the creature); all creatures can make a Fortitude save (DC18) for half damage; the save DC is Dexterity-based; this ability is a standard action that does not provoke attacks of opportunity

 Body Shield (Ex): as a swift action, the creature can shield itself with its armor-plated arms; this grants it cover relative to a chosen opponent (+4AC), as well as DR10; this ability can be dropped at will, & does not provoke attacks of opportunity; however, the creature cannot attack while this ability is active

 Counterattack (Ex): upon being hit by a successful physical attack, the creature gains 1 extra attack of opportunity against an opponent that successfully hit them, even if the attack wouldnt normally allow an attack of opportunity

 Powerful Build (Ex): whenever the creature is subject to any size modifier, it is treated as 1 size larger if doing so is advantageous to it; it is also considered to be 1 size larger when determining whether a creatures special attacks based on size (such as improved grab or swallow whole) can affect it; the creature can use weapons designed for a creature 1 size larger without penalty; however, its space & reach remain those of a creature of its actual size; the benefits of this racial trait stack with the effects of powers, abilities, & spells that change the subjects size category

"Yes... yes. To hold in my hand a capsule that contained such power... to know that life and death on such a scale was my choice. To know that the tiny pressure on my thumb, enough to break the glass, would end everything. Yes - I would do it. That power would set me up above the gods! And through the Daleks, I shall have that power!"
―Davros when asked by the Doctor if he had the power to unleash a deadly viral plague, would he use it.

"This is the age of steel and I am its creator."
―John Lumic converted into Cyber Controller.

"So it came to pass, that the human race fell... and the Earth was no more. And I looked down upon my new dominion, as Master of all, and I thought it... good."
―The Master as Harold Saxon.

I'd like to ask you this question again. Which of these figures do you think Yevon is most like? Just looking for ideas for a nickname for the summoner and his Aeons.

I have 2 basic problems with giving you an answer to your question. One is my fault, while the other is not.

1) I know rather little about Dr. Who. I watched a few of the Baker (4th Doctor) episodes back in the day, but when I was growing up, the show only played on PBS in erratic time slots. So I only have a cursory knowledge/interest of the whole Dr. Who mythos, & the above quotes are not giving me insights into the respective characters.

2)

Spoiler

Show

SPOILER ALERT!: Yevon himself is almost a cipher in the game. By the time the game's story begins, he's mostly considered a nearly-divine historical figure from 1,000 years ago, an age so long ago that nearly all details have faded to myth. Later, it is revealed that nearly everything known about Yevon & the beginning of his religion is a lie designed by himself & his daughter Yunalesca in order to perpetuate the spiral of death surrounding the immortal summoned beast known as Sin. Later, Yevon becomes the utterly inhuman Anticlimax Boss, who never speak to the PCs or anyone else, so his personality (whatever is left of it) is entirely unknown. He has devolved to the point where he has become a cipher, a deadly force of nature that the heroes must defeat, seemingly as impossible to kill as the wind. END SPOILER.

So, to non-answer your question, I don't think any of your examples apply. From what little I know of Dr. Who, all of his nemeses are intelligent foils, full of personality & wit. Yevon is nothing like them, & comparrisons across wildly-different genres & media can be a time-wasting mental trap.

 Stone Gaze (Su): inflicts Petrified status on 1 opponent within 35; Fortitude save (DC14) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

 Heave (Ex): the creature can throw a grabbed opponent of Large or smaller size into the air by making a successful grapple check; once thrown, the opponent takes 2d6 points of falling damage, plus an additional 1d6 points of damage for each size category smaller than Large the opponent is (for example, a Medium-sized creature would be 1 category smaller than Large, & therefore would take 3d6 falling damage); this is a standard action that does not provoke attacks of opportunity

 Improved Grab (Ex): to use this ability, the creature must hit with a Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Heave

 Thundara (Sp): this is a ranged touch attack that deals 12d6+12 points of electricity damage to 1 opponent within 70 on a successful hit; Fortitude save (DC18) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

Zeta, the monster list is impressive, but there's no fluff I'm not familiar with the Final Fantasy games (having never been video-gamer) so I'm not sure what some of these critters are. Others I know from having see them in part like the Chocobo, but others I can't seem to find.

Are you going to add some fluff to these or link to a picture perhaps? It would be really helpful (although it's a lot of work).

What's Aqua Fan? I couldn't find anything using google. Do you know of a site which describes these critters or has a picture?

Thanks, Devin. I went back and looked at the rest of the site: www.ffcompendium.com. It has many of creatures on its site with pictures with a short blurb. For a non-player of the FFX game, such as myself, just having that little bit of information fills in some of the gaps.

Zeta, after looking at the pictures and reading the blurbs, I am even more impressed by how well you stayed true to the creatures while converting them to d20. It can't have been easy.

I just have one question: under some of the monsters you have a line "Norma/Rare Steal: X/Y" and I'm not exactly sure how that works. Is it a mechanic that you described earlier and I missed it?

Zeta, after looking at the pictures and reading the blurbs, I am even more impressed by how well you stayed true to the creatures while converting them to d20. It can't have been easy.

Thank you for your praise. That's the kind of encouragement that I need to keep going on this monumental project. It hasn't been easy, but it has been very rewarding, & I hope that once I'm done, I can look back & be proud of this accomplishment, small though it might seem. I hope to add links to each monster eventually. As it is, I'm adding pictures to the monster entries, if their good ones.

Originally Posted by Debihuman

I just have one question: under some of the monsters you have a line "Norma/Rare Steal: X/Y" and I'm not exactly sure how that works. Is it a mechanic that you described earlier and I missed it?

The rule for normal/rare steals is listed under the Steal & Mug class feature entries for the Bandit class, & well as breifly mentioned in the Master Thief special armor ability. I've added links in both places; I'll agree that the rules are a tad obscure.

 Flare (Sp): this attack inflicts 15d10+45 points of non-specified damage to 1 opponent within 80 (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

 Heave (Ex): the creature can throw a grabbed opponent of Huge or smaller size into the air by making a successful grapple check; once thrown, the opponent takes 2d6 points of falling damage, plus an additional 1d6 points of damage for each size category smaller than Huge the opponent is (for example, a Medium-sized creature would be 2 categories smaller than Huge, & therefore would take 4d6 falling damage); this is a standard action that does not provoke attacks of opportunity

 Improved Grab (Ex): to use this ability, the creature must hit with a Bite attack; it can then attempt to start a grapple as a free action without provoking an attack of opportunity; if it wins the grapple check, it establishes a hold & can Heave

 Meteor (Su): if the creature is reduced to 0HP or below, it can unleash a spiteful meteoric assault; all creatures within 80 take 2d6 bludgeoning damage & 6d6 fire damage; a creature can make a Reflex save (DC19) for half damage; the save DC is Wisdom-based; this is an immediate action that does not provoke attacks of opportunity

 Tail (Ex): the creature can sweep its long tail, hitting several enemies; multiple opponents (1d3+1) within reach take 2d6+12 bludgeoning damage; a creature can make a Reflex save (DC18) for half damage; the save DC is Dexterity-based; this is a standard action that does not provoke attacks of opportunity; this ability can be used once every 1d4 rounds

 Thundaga (Sp): this is a ranged touch attack that deals 15d8+30 points of electricity damage to 1 opponent within 80 on a successful hit; Fortitude save (DC19) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 16MP to use

 Thundara (Sp): this is a ranged touch attack that deals 15d6+15 points of electricity damage to 1 opponent within 80 on a successful hit; Fortitude save (DC19) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

 Mighty Guard (Su): grants itself the following benefits: nul (all energy types), protect, & shell; this is a standard action that does not provoke attacks of opportunity; this ability costs 16MP to use

 Blizzard (Sp): this is a ranged touch attack that deals 13d4 points of cold damage to 1 opponent within 65 on a successful hit; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

 Bulldoze (Ex): in addition to the normal benefits & hazards of a charge, this allows the creature to make a single Gore attack with a +2 attack bonus that deals (1d4+6)Χ2 points of damage

 Thunder (Sp): this is a ranged touch attack that deals 13d4 points of electricity damage to 1 opponent within 65 on a successful hit; Fortitude save (DC17) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use

 Mighty Guard (Su): grants all allies within 65 (including itself) the following benefits: nul (all energy types), protect, & shell; this is a standard action that does not provoke an attack opportunity; this ability costs 16MP to use

Actually having some written descriptions is very helpful. You don't need to write much but even a couple of sentences helps.

Actually, I was hoping a fellow FFX fan or other bene samaritani would contribute some descriptive text out of the goodness of their heart. I need monster fluff, as well as more fluff for the locations. Anyone wanna help? It's only 200+ monsters & 20+ locations.

 Berserk (Su): inflicts Berserk status on 1 opponent within 40; Will save (DC19) to resist; the save DC is Wisdom-based; this is a standard action that does not provoke attacks of opportunity

 Demi (Sp): this ability reduces the current HP of all opponents within 40 by 25%; Fortitude save (DC19) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 32MP to use

 Flare (Sp): this attack inflicts 18d10+54 points of non-specified damage to 1 opponent within 40 (no saving throw); this is a full-round action that provokes attacks of opportunity; this ability costs 54MP to use

 Watera (Sp): this is a ranged touch attack that deals 9d6+9 points of water (force) damage to 1 opponent within 40 on a successful hit; Fortitude save (DC14) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 8MP to use

 Fire (Sp): this is a ranged touch attack that deals 4d4 points of fire damage to 1 opponent within 30 on a successful hit; Fortitude save (DC12) for half damage; the save DC is Wisdom-based; this is a standard action that provokes attacks of opportunity; this ability costs 4MP to use